Revive spell

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,261
First Language
English
Primarily Uses
RMVXA
Its revive PNG. Its attached to the post, but doesn't show in the post. They changed it to the default one in MV (item 4 in a new project).
 

J-G

Veteran
Member
Joined
Oct 4, 2019
Messages
606
Reaction score
143
First Language
English
Primarily Uses
RMMV
Could adding and if and else statement to formula prevent this?
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
Its revive PNG. Its attached to the post, but doesn't show in the post. They changed it to the default one in MV (item 4 in a new project).
My bad, I think earlier on that unshown picture was of the State rather than the Skill.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,261
First Language
English
Primarily Uses
RMVXA
It fooled me too honestly. No idea why it did that. Still I never noticed this before as I use Yanfly's Battle Engine so maybe it fixes that?
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
It is not, since it doesn't work in projects without any plug-in in it.

I would like to clarify that it works in the menu but not in the battle.

Edit: Can this be intended design so characters can "pre-use" a revive spell or item before a character is dead and revive them on the same turn?
I just did some testing in my own clean project (turned all my plugins OFF) and I noticed very similar behavior, actually. Alive actors can be chosen as the target of a "1 Ally Dead" skill, but the skill will do nothing when it hits them (at least when they're alive). Like you surmise, it might be intended design under the assumption that the target could die before the skill is actually used.

I think Yanfly's Core Engine or Yanfly's Battle Core might stop you from targeting alive actors with dead-ally skills, since when I tried to use that skill on them in my full-plugin test project, it wouldn't allow me to target an alive actor.
 

BreakerZero

Veteran
Veteran
Joined
Jul 8, 2018
Messages
923
Reaction score
394
First Language
English (USA)
Primarily Uses
RMMV
Which is the default for basically all of this (or at least it should be). I'm also using the Ace defaults (which I automatically ported to MV using the RGSS translator that comes with the latter as I do all my dungeon generator sessions in Ace since the MV version seems rather... lacking, in terms of comparison). Recently when I completely wiped away all my work on the original version of my project and started over from "the dawn of the first day" there was a period of time when I didn't have sounds or state icons set properly, and so I ended up removing them all. Big mistake: I basically had to pay attention to every single line of the battle log (and I'm using the Yanfly core myself) and if a specific case doesn't fit the item (let's say it's for treating a venom wound) the game would buzz my ears until I directed treatment to the correct party member.

Obviously having a venom wound is nowhere near as obvious as a complete knockout when you don't have your state icons set properly, but the circumstance is the same. In short, you want the game to buzz for active party members but not for those who have been knocked out. Or at least that's how it's supposed to work, so that you don't needlessly provide treatment for the wrong condition.
 

Tamina

Veteran
Veteran
Joined
Dec 22, 2019
Messages
99
Reaction score
40
First Language
English
Primarily Uses
RMMV
That picture was an example given by MysticEnigma, unless there's a bug on my end.
Probably a bug, my 2nd post has 2 attachments.

I think Yanfly's Core Engine or Yanfly's Battle Core might stop you from targeting alive actors with dead-ally skills, since when I tried to use that skill on them in my full-plugin test project, it wouldn't allow me to target an alive actor.
Can confirm that Yanfly's Battle Core solved this issue, thanks!

Edit: Yanfly's selection control plug in also works :)
 
Last edited:

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
Edit: Yanfly's selection control plug in also works :)
No problem, and sorry for getting on your case based off of a mistaken assumption! :)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,455
Members
137,821
Latest member
Capterson
Top